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3,831 Commits over 639 Days - 0.25cph!

6 Months Ago
Reintroduce animation curve to shoot rotation (it had reverted to being linear again)
6 Months Ago
- Added effects to effects folder - Setup scope attachment points for vm and wm
6 Months Ago
3rd person fire effect if loaded fire arrows
6 Months Ago
Fix broken override controller on 3p anims
6 Months Ago
4ShotMiniCrossbow -> primitive
6 Months Ago
Properly toggle the rendering of crossbow bolts in the world model so players can see how many bolts others have in their crossbow simply by looking at it Using fancy bolts with larger arrow heads makes them easier to count
6 Months Ago
Ensure update arrowheads run on client init
6 Months Ago
- swap to move towards rather than move towards angle - Play with animation compression - Patched an animation combiner I found online to work - Combined reload animations into one clip - Setup on mini crossbow to use for 3p
6 Months Ago
Fixed screwed reload wm animation speed
6 Months Ago
Ensure entity handles arrow head swapping the same as viewmodel
6 Months Ago
- Worldmodel masks - Shorten reload to single loop - Update arrow tip enable list in the worldmodel
6 Months Ago
Setup some masks for 3rd person animations to ensure they dont fire all the arrows at once
6 Months Ago
Stopped log spam
6 Months Ago
- First pass on multiswap arrow heads - Disable arrow movement in shoot states and just turn it off when shooting - Change which arrows are turned on/off in each state
6 Months Ago
At the end of reloading, play back to idle animation (reload_end)
6 Months Ago
Some initial balance work (subject to change): Stats are similar to the bow, but slightly less range Regular Crossbow is still better overall (more effective long range and fires further)
6 Months Ago
- Move bolt joints forward - Setup more masks on idle animations
6 Months Ago
- Added view model renderers to the new skinned arrows - FIxed NRE
7 Months Ago
- Fixed 4th reload animation not working (implemented Jarryd's fix) - Removed loop time on the all strings drawn strings drawn layered - Virtual method for reload fraction duration
7 Months Ago
Removed extra renderer component
7 Months Ago
Setup LOD Renderers on Worldmodel
7 Months Ago
- Swapped to using correct order reload anims - Multiswap arrows improvements - Temporary swap code
7 Months Ago
- Rewrote crossbow vm attack and reload code from near scratch - Fixed reloads not working correctly - New animation controller setup - Use Viewmodel Camera
7 Months Ago
Ensured reload to reload step is smooth
7 Months Ago
- Use next free slot rather than shots left for reloading - Disable barrel animation for reloading (just now) - Ensure arrows are visible for the next shot when reloading (eg the one you are dragging into the barrel)
7 Months Ago
- Bettter reload slots - Reduced smoothing into reload from idle state to ensure reload event triggers. Backed smoothing into the idle state instead - Tweaked reload fraction settings - More logs
7 Months Ago
Fix broken reload timings
7 Months Ago
Added Viewmodel Renderers to arm and arrow parts
7 Months Ago
Remove start and end duration on fractional reload
7 Months Ago
WIP reload rotation fixes
7 Months Ago
Sorted most other issues, just left with reload
7 Months Ago
Fixed admire mask again to ensure state is retained whilst not overriding strings
7 Months Ago
Same treatment for deploy mask
7 Months Ago
Ensured idle animation mask includes all hand movements
7 Months Ago
- Fixed broken masks causing jaggy arrows - Ensured additive layer behaves itself - Stopped double start of the reload animation
7 Months Ago
- Sorted on attack rotation angles (they had messed themselves up) - Implemented new all strings drawn anim into idle layer
7 Months Ago
Turn on and off bow string layer weight when reloading, as reload animations handle the bow draw states instead
7 Months Ago
Fix dodgy masks on idle state
7 Months Ago
- Setup mask on string layer states - Adjust some rotation angles
7 Months Ago
Manifest
7 Months Ago
90 degree rotation amount
7 Months Ago
- Swapped siege tower guide mesh from constructable to proper guide - Adjusted offsets
7 Months Ago
- Remove further conflicting bone names - Setup Model root bone
7 Months Ago
- Siege tower doors no longer parent sleepers - Siege tower doors now parents mounted players
7 Months Ago
Hopefully fix flyhack kicks when jumping on top of the siege tower. Made the parent boxes pretty generous
7 Months Ago
Aux2 Network++
7 Months Ago
- Cleaned up layer setup - Bow strings setup on additive layer again - Renames
7 Months Ago
main -> 4ShotMiniCrossbow
7 Months Ago
Runtime hash set to check for allowed types. This should be done in code gen instead
7 Months Ago
Added SyncVarConditional, this ensures a Func successfully return true before calling OnValueSync